Post by apurk on Aug 22, 2010 18:31:23 GMT -5
General:
Starting level is 8.
4e, all PHBs, all power-books, Eberron and Forgotten Relms player's guides, MM1, AV1&2, all dragon up to 388, Player's Handbook Races supplements, July errata. For anything else not listed, ask.
No setting-specific feats, items, backgrounds, etc. (ex. dragonmarks, dragonshards, specific location backgrounds). If in doubt, ask.
Races:
When there are different write-ups for a race, use the more current one. Ex. warforged have write-ups in MM1, Dragon, and Eberron Players Guides; Eberron came out most recently, so they use that version.
Dwarves, humans, halflings, half-elves, elves, eladrin, gnomes, half-orcs, shadar-kai, revanants, orcs, and anything not from the allowed sourcebooks are not PC options.
Dragonborn, aasimar (use deva stats), goliaths, shifters, minotaurs, drow, changelings, kalashtar (same stats, but different lore from Eberron), githzerai, shardminds (also different lore), and wilden are all as written.
Tieflings know supernal instead of choosing a second language.
Gnolls may trade their +2 bonus to intimidate for a +2 bonus to nature.
Genasi may only choose from the firesoul, watersoul, windsoul, stormsoul, and earthsoul manifestations.
Bugbears lose the oversized feature and gain all half-orc racial features except the skill bonuses and the furious assault power.
Githyanki gain a +2 arcana bonus.
Goblins have the halfling feature Nimble Reaction.
Hobgoblins have the orc feature Running Charge.
Kobolds have proficiency with simple and millitary picks, and may roll on the Kobold Victory Table (my PC version) when they reduce a non-minion creature to zero hit-points.
Items:
All characters have Inherent Bonuses (detailed in DMG2, page 138; you will start with a +2 enhancement bonus to attacks and damage, and a +1 enhancement bonus to defences). Note that
the attack and damage bonus only applies to weapon and implement powers (the builder does it wrong if you have a power like dragonbreath).
Starting gold is 3,000gp.
The rituals Enchant Magic Item, Disenchant Magic Item, Transfer Enchantment, Raise Dead (note that there are other ways to come back to life in this setting; a character will not be perma-killed unless the player wants them to stay dead), and anything used for planar travel are not avaliable. Exeption: full artificers still receive the enchant and disenchant item rituals with their ritual book feature, and multiclassed or hybrid artificers who take the Master Crafter feat may learn the enchant and disenchant item rituals.
If you want to purchase divine boons or set items, ask me first.
All characters have magic purses that only hold money, but can hold any amount of money and convert between denominations (sp to gp for example). They can also convert standard gems to coins.
All ritualists and alchemists have magic pouches that can convert money to generic ritual components and vice versa. (so you still need to spend money to cast rituals, but don't need to keep track of how much of what kind of components you have).
Potions of clarity function as they did pre-errata (takes a surge, no daily item use, grants re-roll with bonus depending on potion level, not restricted by power-type).
Starting level is 8.
4e, all PHBs, all power-books, Eberron and Forgotten Relms player's guides, MM1, AV1&2, all dragon up to 388, Player's Handbook Races supplements, July errata. For anything else not listed, ask.
No setting-specific feats, items, backgrounds, etc. (ex. dragonmarks, dragonshards, specific location backgrounds). If in doubt, ask.
Races:
When there are different write-ups for a race, use the more current one. Ex. warforged have write-ups in MM1, Dragon, and Eberron Players Guides; Eberron came out most recently, so they use that version.
Dwarves, humans, halflings, half-elves, elves, eladrin, gnomes, half-orcs, shadar-kai, revanants, orcs, and anything not from the allowed sourcebooks are not PC options.
Dragonborn, aasimar (use deva stats), goliaths, shifters, minotaurs, drow, changelings, kalashtar (same stats, but different lore from Eberron), githzerai, shardminds (also different lore), and wilden are all as written.
Tieflings know supernal instead of choosing a second language.
Gnolls may trade their +2 bonus to intimidate for a +2 bonus to nature.
Genasi may only choose from the firesoul, watersoul, windsoul, stormsoul, and earthsoul manifestations.
Bugbears lose the oversized feature and gain all half-orc racial features except the skill bonuses and the furious assault power.
Githyanki gain a +2 arcana bonus.
Goblins have the halfling feature Nimble Reaction.
Hobgoblins have the orc feature Running Charge.
Kobolds have proficiency with simple and millitary picks, and may roll on the Kobold Victory Table (my PC version) when they reduce a non-minion creature to zero hit-points.
Items:
All characters have Inherent Bonuses (detailed in DMG2, page 138; you will start with a +2 enhancement bonus to attacks and damage, and a +1 enhancement bonus to defences). Note that
the attack and damage bonus only applies to weapon and implement powers (the builder does it wrong if you have a power like dragonbreath).
Starting gold is 3,000gp.
The rituals Enchant Magic Item, Disenchant Magic Item, Transfer Enchantment, Raise Dead (note that there are other ways to come back to life in this setting; a character will not be perma-killed unless the player wants them to stay dead), and anything used for planar travel are not avaliable. Exeption: full artificers still receive the enchant and disenchant item rituals with their ritual book feature, and multiclassed or hybrid artificers who take the Master Crafter feat may learn the enchant and disenchant item rituals.
If you want to purchase divine boons or set items, ask me first.
All characters have magic purses that only hold money, but can hold any amount of money and convert between denominations (sp to gp for example). They can also convert standard gems to coins.
All ritualists and alchemists have magic pouches that can convert money to generic ritual components and vice versa. (so you still need to spend money to cast rituals, but don't need to keep track of how much of what kind of components you have).
Potions of clarity function as they did pre-errata (takes a surge, no daily item use, grants re-roll with bonus depending on potion level, not restricted by power-type).